Commit Graph

118 Commits

Author SHA1 Message Date
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
0a3f66471e Merge pull request #69712 from bruvzg/real_size
Rename `window_get_real_size`, add position counterpart.
2022-12-07 14:29:46 +01:00
edf13eb5a6 Rename window_get_real_size to window_get_size_with_decorations, add window_get_position_with_decorations. 2022-12-07 11:07:30 +02:00
e18107a57c Fix Determining Window for Touchscreen
DisplayServer::screen_is_touchscreen will likely never utilize its
parameter p_screen.
This PR replaces this function by DisplayServer::is_touchscreen_available()
with the same functionality.
This solves the problem, that a SubViewport was used for determining
the screen, which resulted in error messages.
2022-12-07 09:54:29 +01:00
61cec0b023 Clean up DisplayServerAndroid::window_get_native_handle() with the GLES3 renderer 2022-12-04 13:07:51 -06:00
9141984e7e Enable GLES3 on Android
Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.

This also enables building for OpenXR

Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
2022-11-29 14:18:24 -08:00
7cc47613fe Add missing display server overrides
Improves the base functionality for the Android platform and helps reduce the amount of spurious error logs emitted.
2022-11-27 22:07:51 -08:00
23603e409c Add support for OpenGL to OpenXR 2022-11-08 18:47:11 -06:00
d7e39e313b Make window creation with custom position do not flash 2022-10-24 13:50:25 +08:00
e821e9d2a2 Harmonize return values of window_create() in rendering drivers 2022-10-07 11:31:54 +02:00
ffe0e3970f Cleanup of the Android cursor shape logic 2022-10-05 11:57:57 -07:00
8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
103c0fa6e6 Add support for multiple virtual keyboard types 2022-08-04 10:41:33 -04:00
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
2afef001e7 Cleanup Android C++ code 2022-05-31 17:11:05 +01:00
97e87a2daf Fix screen_get_usable_rect returning display safe area 2022-05-02 09:31:32 +02:00
bc7ccc909b Merge pull request #60551 from madmiraal/implement-3466
Add a method for obtaining display cutouts on Android
2022-05-02 07:56:41 +02:00
6ab672d1ef Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and Windows.
Implement TextServer word break method.
2022-04-28 14:35:41 +03:00
71ce5857ec Add a method for obtaining display cutouts on Android 2022-04-26 13:51:21 +02:00
f851c4aa33 Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
8eabf77f54 Update the editor display scale based on the device's scaled density 2022-04-04 09:23:43 -07:00
1bdb82c64e Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
2022-02-10 12:30:19 +01:00
d235c1bb19 Merge pull request #57335 from jordigcs/display-refresh-rate 2022-02-04 11:51:07 +01:00
54dec44dba Add screen_get_refresh_rate to DisplayServer 2022-02-03 21:50:32 -06:00
4b36b6e92a Merge pull request #56785 from bruvzg/nat_handles_4 2022-01-27 12:12:34 +01:00
314f309035 Add DisplayServer.clipboard_has() to check clipboard content 2022-01-19 23:44:20 +08:00
8bdef23f7f Merge pull request #56012 from bruvzg/wt🤎4 2022-01-17 13:26:15 +01:00
89f37d4105 Add support for getting native display, window, and view handles. 2022-01-14 13:36:32 +02:00
fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
ea5bb8b47d [Windows] Improve console handling and execute/create_process.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:14:07 +02:00
2fa4c6498a Fix Android get_screen_orientation() not returning valid values 2021-11-21 12:05:25 +00:00
8a10bb7d0d Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
ce97ddbcb1 Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
e745088f1f Switch to input buffering on Android
Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing.

As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less.

`AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate).

Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
2021-08-13 11:45:50 +02:00
dc187324be Add input buffering framework
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-13 11:19:19 +02:00
7c864d41c9 Improve input event accumulation
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
2021-08-13 11:19:19 +02:00
fa3a32a2d6 Use Key enum instead of plain integers 2021-08-10 16:26:55 -05:00
618eb27e8b Move alert function from DisplayServer to OS. 2021-07-22 21:50:35 +03:00
043ae91560 Restructure and reimplement vsync options
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
2021-07-06 16:34:26 +02:00
0ce49800ac Use mouse and joypad enums instead of plain integers
Also MIDIMessage
2021-06-20 11:54:24 -04:00
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
5634093703 Fixed screen orientation on Android 2021-05-24 16:58:35 -07:00
f5b5e00a01 Android: Add support for cursor icons 2021-05-19 22:01:51 +03:00
6c367f8e0d Merge pull request #48168 from LightningAA/control-to-ctrl-4.0 2021-05-17 17:38:02 +02:00
97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
35ec0e9be7 OS: Remove native video API only implemented on iOS
See discussion in #43811, it was only implemented on iOS and even that
implementation was fairly limited. This would best be provided as plugins
for Android and iOS without cluttering the shared OS API.
2021-05-07 20:40:24 +02:00
0de9a7d803 Rename doubleclick to double_click 2021-05-04 04:38:08 -04:00
a5324787c8 Rename some more global enums (Key, Joy, MIDI) 2021-03-23 07:13:23 -04:00
10d7fccb54 Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
b5334d14f7 Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00